In response to 1/25/18 Update post, I have formulated a couple ideas from a player's perspective about what I would like to see in regards to the future handling of Destiny shaders. First and foremost, it is indeed very frustrating to dismantle that huge stack of shaders that is taking up inventory space one at a time. It is time consuming and detracts from the enjoyment of the rest of the content. For dismantling these bothersome shaders, it isn't a bad idea to leave the option in to dismantle one at a time, but it would be great to have button combinations set up to Dismantle All or Dismantle Half to allow users some freedom in handling their shaders. A math algorithm can be applied that multiplies the appropriate currency by the shader stack unit (whether it is single, half, or all) and grant the currency to the user.
What about the issue with disappearing resources for players at capacity for the appropriate currency? Add another algorithm that takes the currency reward as input and compares it to the user's currency stack in their inventory. If the reward is going to extend the stack beyond capacity, convert the remaining amount over into an item stack and transfer it to the user's Vault. This way, a user who is at capacity still keeps their earned currency and can retrieve it for later use (similar to the comparison used to determine item stacks utilized in D1 and currently in use in D2).
In reference to the D1 shaders option for D2, one idea would be to implement a setup similar to the D1 interface in the user inventory by allowing the character to hold up to 9 full armor shaders at a time, one of which is the Revert to Default option. These full armor shaders would only temporarily overwrite the currently applied individual shaders on armor pieces without 100% removing those shaders from the armor. This way, reverting to Default will bring back the shaders applied individually without having to set them again.
Another option is to combine the D1 and D2 shader systems. Players will gain ONE of each shader that can be applied as many times as they want to individual weapons, armor, ships, sparrows, and ghost shells without having to earn a stack of individual shaders at random (D2 system) or overwrite their entire setup as would happen with a full armor shader (D1 system).
I like the use of shaders, but it can be an expensive system in game (especially in shading ships and sparrows). It's frustrating to grind for glimmer just to color your equipment. Surely, with the awakening of the Traveler, we could apply some light into making a more efficient system for all in the use of shaders.
Your role as a moderator enables you immediately ban this user from messaging (bypassing the report queue) if you select a punishment.
7 Day Ban
7 Day Ban
30 Day Ban
Permanent Ban
This site uses cookies to provide you with the best possible user experience. By clicking 'Accept', you agree to the policies documented at Cookie Policy and Privacy Policy.
Accept
This site uses cookies to provide you with the best possible user experience. By continuing to use this site, you agree to the policies documented at Cookie Policy and Privacy Policy.
close
Our policies have recently changed. By clicking 'Accept', you agree to the updated policies documented at Cookie Policy and Privacy Policy.
Accept
Our policies have recently changed. By continuing to use this site, you agree to the updated policies documented at Cookie Policy and Privacy Policy.